Personally the AT squad should be unlocked with that infantry support center and not with logistic company. The sdkfz 251 with 75 mm stubby (the reward for 37 mm HT) in return comes too late. It requires three buildings and the logistic company upgrade. This one instead should come when logistic and kampfgruppe is up. So player either focuses on getting more vehicles (Kampf+logistic) or more inf (Kampf+inf support). That would maybe make PE early maybe a way more interesting.

1) I am right, that PE Heavy PGrens (which is 425MP) have "1" speed of capturing?2) How much speed of capturing of PE Kettenkrad, PE Schwimmenwagen, Tanks of WH BK-doc (after upgrade of CP)?3) How much speed of capturing is incresed after upgrade "improved capture!" in PE Infantry Support Center for all PE units?

XAHTEP39 wrote:1) I am right, that PE Heavy PGrens (which is 425MP) have "1" speed of capturing?2) How much speed of capturing of PE Kettenkrad, PE Schwimmenwagen, Tanks of WH BK-doc (after upgrade of CP)?3) How much speed of capturing is incresed after upgrade "improved capture!" in PE Infantry Support Center for all PE units?

1) No, most PE infantry has a cap rate of .75. This excludes snipers, luftwaffe, and SS.2) Kettenkrad and Schwimm both have a cap rate of 1, and tanks of Wehrmacht BK doc have a cap rate of .25.3) After the "Field Craft" upgrade is researched for PE, panzergrens and some other PE inf go from .75 to 1.25.

I think the idea with PE infantry having bad cap rates is to force the player to rely on his vehicles for capturing more.

Rifle squads and WH grens do have 1.5 capture rate and are thus so far the fastest capturing units.

Pios and engis are the worst with 0.4. So it doesnt makes sense at all to send them capturing anything.

With US its quite fast not to send everything right into combat. I am usually get out 2 rifle squads, 1 just for capturing which as inf doc upgrades large ammo points right away while starting my offensive with the off map strike which gives a good momentum.It also helps to get better stuff out and to compensate the high upkeep at the beginning.

Playing together with CW it makes more sense to send lieutenant to boys and sappers instead using lieutenant as "krad". The US should send 1-2 rifle squads to quickly take the "free" ground to get out vehicles which then help to maintain controle.

As WH it makes sense to send several volks squads etc to the frontline in order to prevent US capturing too many areas. Here PE should get out 1-2 krads to capture.

Another big update - I added all of the reinforcement costs to each unit that can reinforce.

I would like to point out the incredibly high reinforce cost of US Airborne, PE Assault Grenadiers, and SAS. Similarly, I would like to point out the incredibly low reinforce cost of the US 7-man riflemen squad called in by the captain, I think that was like Warhawk's personal secret because I always saw him using it.

Warhawks is also correct in saying that Stormtroopers are by far the most cost effective "elite" infantry. They only cost 37 to reinforce, in comparison to 38 for commandos, 45 for luftwaffe, and 44 for 82nd, and a whopping 47 for SAS. Unless you count Terror grenadiers (35) as "elite", then stormtroopers are the way to go. They are actually cheaper than commandos in every single aspect. They cost less to build (400 vs 450) and less to reinforce.

The downside to stormtroopers is that you have to pay a lot for their weapons and Blitzkrieg doc doesn't have good artillery.

I think the most glaring aspect of all of this though is the SAS. They are the most expensive infantry unit in the game, by a significant margin.

Wake wrote:Another big update - I added all of the reinforcement costs to each unit that can reinforce.

I would like to point out the incredibly high reinforce cost of US Airborne, PE Assault Grenadiers, and SAS. Similarly, I would like to point out the incredibly low reinforce cost of the US 7-man riflemen squad called in by the captain, I think that was like Warhawk's personal secret because I always saw him using it.

ehm. They got increased for a reason. All elite inf got up. Just saying that Luft inf, AB and SAS had once been at 63 per men. The point is that cheap reinforcment cost but high build cost for elites always ended up in MP rich players that had bunches of elites which became hyper cost effective. So reduced build cost in exchange for increased reinforce cost (CQCS, SAS, Luft inf, commandos and AB)

to force players being more carefull instead of "just wait unitl all got finally vets, then overrun everything and keep clicking reinforcment button"

and what "secret"? Long time ago the inf doc CQCS also cost just 18 per men. I reported both! Just only the CQCS was apparently considered as "issue".

Besides that i am barely using that squad. And here you get another "secret": In inf doc their cost drop to approx 15 or less after mass prod upgrade. Normal rifles to 18 and rangers 22 or 23 or 24.

So it has never been a "secret" or "mine secret" nor have i am used that squad that often. as inf i atm go for rangers, rifle squad just for rifle nades. As armor i just use the inf i get out of my triage center or which survived from the early game.

The infiltration rangers 45 per men, though being not that much better as normal rangers.

Warhawks is also correct in saying that Stormtroopers are by far the most cost effective "elite" infantry. They only cost 37 to reinforce, in comparison to 38 for commandos, 45 for luftwaffe, and 44 for 82nd, and a whopping 47 for SAS. Unless you count Terror grenadiers (35) as "elite", then stormtroopers are the way to go. They are actually cheaper than commandos in every single aspect. They cost less to build (400 vs 450) and less to reinforce.

About storms i know about. I am always saying they are pretty cheap in every aspect. They have most HP of all inf, leader squad, abilties and low build cost. They should be arround 39-42 like SS squad which basically shares same values.However, grens in def doc with officer support match up with storms actually. Terror grens also due to wo doc upgrades for inf.Storms cost 450 as call in, 400 in the Halftrack.

The downside to stormtroopers is that you have to pay a lot for their weapons and Blitzkrieg doc doesn't have good artillery.

Arty always depends on the use of it. But generally i just count on my storms with some tank support.

I think the most glaring aspect of all of this though is the SAS. They are the most expensive infantry unit in the game, by a significant margin.

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they come late, cost fucking lot, cant do much. Most crap inf you can get atm i would say

they come late, cost fucking lot, cant do much. Most crap inf you can get atm i would say

They are the best in late game... I mean, literally the best ever in late game! Specifically after both the defensive and the offensive doctrinal unlocks.. they could then just walk through bullets; not even 2 MG42s can stop them btw.

But yes; I agree that they cost so much therefore.. while also being truly effective only after these 2 doc boosts... However that I guess it's still worth to mention again that they will be so deadly then.

Vet storms are the best. I had lots of battles vs goodf RAF players which include also guys that had been former svt players. Battles that took hours with both sides being arround with max vet commandos and me with storms.

Played in different modes, maps and 2 vs 2, 3 vs 3 and 4 vs 4. But at the end the storms always won actually. You just have to deny RAF planes with ostwind.

If you have vet 5 storm leader, high vet suppression squad next to those and vet assault storms i would say they beat any commandos and SAS. In fact i think normal commandos are being way more fearfull than SAS. I am mostly glad to counter just SAS forces, especially when playes pick all weapons up as the thomspon/lmg combo makes little sense. Smart guys have one SAS full with lmgs if possible, the other with thompson only or zooks or whatever.

Even back in old times when i played almost everday vs RAF commandos (everybody played them with these low reinforce cost) i managed to beat them with storms most of the time.

But SE inf works also very well vs RAF. Just make sure you get enough inf with vet early enough and hauptsturmführer. Backed with SS using double lmgs and also using flame nades will most likely kill the SAS. From an ambush position even the hauptsturmführer alone with flame nades can whipe an SAS squad buy its own. Ive often seen that already.

Now that we have a special forum section for topics like this, can someone move it over there?

Also, if all the images are too slow to load for some people, then here is the tech tree as a single, large picture so it is easier to see. It's 1 game version old though (4.9.3). Click the link to see them.

I see your vehicle veterancy goes up to vet 3. I dont mess with light vehicles much nor get them up in veterancy. Why I ask is tanks go up to vet 4 and was curious if the same 3 apply or is the tank vet completely different?

I see your vehicle veterancy goes up to vet 3. I dont mess with light vehicles much nor get them up in veterancy. Why I ask is tanks go up to vet 4 and was curious if the same 3 apply or is the tank vet completely different?

Tank vet for both factions are identical. I believe the first 3 vets were something useless as reload and recieved acuaracy, maybe accuaracy too. but vet 4 gave a 0.75 recieved dmg which is not that great most often, since anti tank guns do about 500 dmg each shot (m7 76mm/pak 40 75mm) having 600 core health going up to 750 effective health on vet up just makes you get overkiled by an amount of 250hp instead of 400hp, overkilled nontheless.

The vet is not 100% useless but you will rarely see it noticably affecting anything.

Going again to light vehicles I remember US and AXIS halftracks have different vets where axis got more effctive hp while US got more speed and dmg. I dont know about brits and PE, you have to wait for some else to answer that question.